Friday, February 1, 2013

January Update : Part 2

Unfortunately I caused myself lots of problems switching from a single module campaign to a six module campaign. I lost my up to date journal, since I had it at the campaign level and the journal importer/exporter utility only handles module level journals. I had to go to a backup journal. Updating mapnotes and door lock status doesn't work when the targets are now in different modules either :-). The modules were also confused about what their campaign folder was, even after I used the campaign editor to set things. I had to take my old campaign folder and move it out of the campaigns folder entirely, even though the modules were supposedly not referring to it. Even the test module was confused about what campaign folder it should use.

So now I'm fixing all the things I broke in my bungled conversion to a six module campaign. While I had played Crimmor to completion in December, I'm currently not able to. Not to worry though, I've fixed lots of other bugs that were present when I was able to play all the way through.

In this image, the pc was tasked with forging some orders for a caravan company. This was made complicated by the fact the merchant representative of the company is standing behind the counter, and there is a locked door behind/next to him where the offices and the order book is.

Solutions available:

1.Pickpocket the door key from the merchant, then use that key when the merchant isn't looking in order to get inside the office (PRR ownership scripts mean the merchant "owns" the door and pays attention to attempts to pick it/knock it down).
2. Intimidate or bluff the merchant into giving you the key. Now that you "legitimately" have access to the door, the merchant doesn't pay any attention to you using the door.
3. Use the special Hidden Theurgy ability if available to cast a suitable spell on the merchant, so he will willingly give you the key.
4. Kill him and take the key. How gauche. Plus the merchant will fight back, and stands a decent chance of killing the thief.

The PC is a thief/wizard and has Hidden Theurgy. He knows a relevant spell for use on the merchant, in this case Charm Person, and passed the skill checks (Concentration, Sleight of Hand, and Spellcraft) that allowed him to cast it on the merchant during conversation without the merchant knowing.

Charmed, the merchant thus willingly gave him the key, and the thief is in the offices.

Now the player has to actually forge the orders in the books. He can try his penmanship via skill and stat check, cast a True Strike he has memorized in order to temporarily give himself perfectly matching penmanship, or simply call the merchant he charmed in order to have the merchant change his own orders.

No comments:

Post a Comment